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Nyaa

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Everything posted by Nyaa

  1. Hello. I'm from Norway. I made a similar thread for Xrd but hey now it's time for CPEX! I like playing with low delay so if you live in these parts (Scandinavia/Northern europe) please say so! I'll add you, play you and say GGs and whatnots! My PSN is iMKatt.
  2. Got my hands on cpex, comboing with Bullet feels different, really feeling the delay between jC xx jD. While her comboing is overall better it certainly feels strange. Trying to come up with new max-damage BNB's from realistic situations. Back throw > 236[A] > 6C > jC xx jD xx 623C = 2980 dmg + heat Front throw > 3C xx 236[A] > 6C > jD xx 623C = 2986 dmg + heat [2H] Back throw > 236[A] > 623C xx 236D > 6C > jD xx 623C = 4471 dmg + heat [2H] Front throw > 3C xx 236[A] > 623C xx 236D > 6C > jD xx 623C = 4462 dmg + heat [2H] Midscreen 5D/jD hit xx 623C xx 623D > 236[A] > 6C jc jC > jD = 3608 + heat (Add 200 dmg if red lock)
  3. As TheArm said. Stun dipper have two hits, first he does the slide THEN he does a low slash, at which he's -15. Getting hit by later meaty frames of stun dipper is HIGHLY unlikely.
  4. What. You are ALWAYS close enough to punish with Dauro. It's her furthest reaching full combo punisher.
  5. I'll add you, we can probably do some matches.
  6. His low-profiling slide can always be punished by Dauro on block so it's risky for him to use it against Ram. IB the last hit for more leaniency on the punish. According to some players this matchup is heavily in Rams favor but I'm unsure, I think it's pretty even. He doesn't have much in the air that Ram can't AA so deploying S-sword (especially with an YRC) seems solid. Careful of his fS as it got better range than Ram fS. With 50 tension I like to use 3K against Ky as it goes under his fS and stun edge. 50 tension to make it safe / full combo on hit.
  7. Talent is overrated. Having a loving interrest in fighters allowing you to live and breathe fighters for many hours a day goes a longer way. Every player I've met who seemed talented have one thing in common; they've put a lot of time into stuff that makes them strong in fighters. Talent == Readiness to waste time on something. Most likely those guys are experienced with things in their past that attuned their brains to similar thinking.
  8. Don't know about you guys but when I get fights against other scandinavians I'm usually at only 1f delay, at worst 2f. Netcode seems very good as long as I don't venture further than england or france. Now, wifi-warriors on the other hand are the worst.
  9. You should use the common agreed upon input notations. New players should learn them as well as they make stuff way more readable and it's universally used by players in every corner of the world. That means using numbers as directional numbers, like 4 = back, 2 = down, 6 = forward, 5 = neutral, etc. And for attack buttons, P, K, S, HS/H and D are used to indicate punch, kick, slash, heavy-slash and dust. I would personally disagree on using 5K as a poke. It's dangerously slow to use in close range and at middle/long range there are no real reasons not to use 5S instead. In close range, 5P and cS are faster and gives a lot more on hit, 5K doesn't award a lot on hit. 5S at long range is just 1 frame slower than 5K and have greater range, but 5K seems to get a speedbuff in the coming patch should we trust the latest loctest. It might become more useful, but not in its current state. Ram 2K is another story as it gives a knockdown on hit for OKI and evades some stuff, though it's not a true low profile. 2K as a punish, not very good. You can do 2KPK/2KK for a knockdown but in situations where you can punish with 2K you can punish with cS for way more damage and same/better knockdown. About the down-slash against wakeups, I think you have them mixed up. 2S is the one that comes from below while 2H is the one that comes from above, and 2S is the one to use, though it should never be used if you don't have both swords equipped. Blocked 2S without 2H followup means death to Ram as it's incredibly punishable. 2S > 2H against wakeups isn't free as a good player might try to backdash on wakeup avoiding 2S entirely which means you can't cancel into 2H. Again, certain doom unless you have the meter to cancel it. Speaking of meter, using 2S>2H gives a lot of meter on both block and hit which is great! Most Ram-players prefer to go for an oki-setup instead, as Rams strength lies in her oki and not on blockstun.
  10. BS would cover a situation where someone set up a projectile OKI and jumped in (not safejump) with FD to beat a wakeup DP.
  11. BS doesn't seem to be a problem at higher play for some reason. Things can seem like a problem in theory but you'd guess it would be used more often if it was that strong.
  12. That's ok, GGS!
  13. I like it. It gives characters with lacking defensive options some way to deal with different stuff. I'd recon some characters would struggle a lot with May air shenanigans but BS gives them a chance to get out and punish predictable repeated behavior. It also gives a way to deal with Zato pressure if your execution is on par, there's even a trial for that specific situation. It awards good reads. I think that is good design. I did not like that half tension was regained so I'm happy with the changes. BS is more expensive but better.
  14. I hate to deploy S-sword in this matchup, fS is too good to pass up against May. And sometimes you can really beat her air shenanigans with a good read 2S. Predictable May = dead May.
  15. Hmm, I like the backdash option. Anything to mess up his pressure. I'll try using DAA after buzzsaw as well, thanks.
  16. Can Ram do anything at all against Zato on wakeup? Her super gets absorbed by Eddie regardless of who's in front (seems like Eddie takes priority), and the same for DA-attack, Eddie eats it and Zato can just go ham with his attacks.
  17. Mainly referring to Valk super DP, it's very very slow and it seems to only beat 236[A]-oki. At one point I did jC too early at the pinnacle of the jump and I still was able to block it. :3
  18. ggs mAceOfHearts. You do WAY too many dp's, man. I hate playing against Kagura atm as I don't remember how to block against him. :/
  19. Does anyone feel they have a good grip on this matchup? Playing against May is incredibly frustrating with her air-game and I often feel a lot of her moves just outright beat Rams.
  20. We should play again some time! I'm sad I lost to your swagura with Amane, that matchup is not supposed to go that way. :c
  21. ggs mAceOfHearts. Was fun to play BB again! Haven't played in a long time and I had to look up how to burst. I can remember Amane combos but not how to burst. T_T
  22. Why do people need their oki to be safe against wakeups anyway? Fighters are as much about reads as execution.
  23. I'll add you all! Skapper, game is 2 months old for most of us anyway. g1Gilgamesh: I think I've met you online before and I remember you beat me pretty bad. :v
  24. Is that a wireless PS4-controller? How much input delay is added from the wireless transmission? When inputs are transferred wirelessly, a lot of different stuff can influence it, like distance, interferrence, objects, etc.
  25. Hello. I'm from Norway. This game is not released in the EU at all so the playerbase seems small compared to games that are. Why Arcsys?! Anyway, Xrd online is amazing against 1-3f delay players but those are hard to find so I'm searching for them. If you live in these parts (Scandinavia/Northern europe) please say so! I'll add you, play you and say GGs and whatnots! My PSN is iMKatt.
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